
    window.onload = async () => {
    const env = {
        serviceUrl: "https://vjmap.com/server/api/v1",
        accessToken: "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJJRCI6MiwiVXNlcm5hbWUiOiJhZG1pbjEiLCJOaWNrTmFtZSI6ImFkbWluMSIsIkF1dGhvcml0eUlkIjoiYWRtaW4iLCJCdWZmZXJUaW1lIjo4NjQwMCwiZXhwIjo0ODEzMjY3NjM3LCJpc3MiOiJ2am1hcCIsIm5iZiI6MTY1OTY2NjYzN30.cDXCH2ElTzU2sQU36SNHWoTYTAc4wEkVIXmBAIzWh6M",
        exampleMapId: "sys_zp",
        assetsPath: "../../assets/",
        ...__env__ // 如果您已私有化部署，需要连接已部署的服务器地址和token，请打开js/env.js,修改里面的参数
    };
    try {
        // 在线效果查看地址: https://vjmap.com/map3d/demo/#/demo/map/threejs/205threeWebglvolumeperlin
        // --volume_perlin--
        // 下面代码参考threejs官方示例改写 https://threejs.org/examples/#webgl_volume_perlin
        let svc = new vjmap3d.Service(env.serviceUrl, env.accessToken);
        let app = new vjmap3d.App(svc, {
            container: "map", // 容器id
            scene: {
                defaultLights: false
            },
            camera: {
                fov: 60,
                near: 0.1,
                far: 100,
                position: [ 0, 0, 2]
            }
        })
        let scene = app.scene, camera = app.camera, renderer = app.renderer;
        
        
        
        
        let mesh;
        
        init();
        
        function init() {
            // Texture
        
            const size = 128;
            const data = new Uint8Array( size * size * size );
        
            let i = 0;
            const perlin = new ImprovedNoise();
            const vector = new THREE.Vector3();
        
            for ( let z = 0; z < size; z ++ ) {
        
                for ( let y = 0; y < size; y ++ ) {
        
                    for ( let x = 0; x < size; x ++ ) {
        
                        vector.set( x, y, z ).divideScalar( size );
        
                        const d = perlin.noise( vector.x * 6.5, vector.y * 6.5, vector.z * 6.5 );
        
                        data[ i ++ ] = d * 128 + 128;
        
                    }
        
                }
        
            }
        
            const texture = new THREE.Data3DTexture( data, size, size, size );
            texture.format = THREE.RedFormat;
            texture.minFilter = THREE.LinearFilter;
            texture.magFilter = THREE.LinearFilter;
            texture.unpackAlignment = 1;
            texture.needsUpdate = true;
        
            // Material
        
            const vertexShader = /* glsl */`
                in vec3 position;
        
                uniform mat4 modelMatrix;
                uniform mat4 modelViewMatrix;
                uniform mat4 projectionMatrix;
                uniform vec3 cameraPos;
        
                out vec3 vOrigin;
                out vec3 vDirection;
        
                void main() {
                    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
        
                    vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
                    vDirection = position - vOrigin;
        
                    gl_Position = projectionMatrix * mvPosition;
                }
            `;
        
            const fragmentShader = /* glsl */`
                precision highp float;
                precision highp sampler3D;
        
                uniform mat4 modelViewMatrix;
                uniform mat4 projectionMatrix;
        
                in vec3 vOrigin;
                in vec3 vDirection;
        
                out vec4 color;
        
                uniform sampler3D map;
        
                uniform float threshold;
                uniform float steps;
        
                vec2 hitBox( vec3 orig, vec3 dir ) {
                    const vec3 box_min = vec3( - 0.5 );
                    const vec3 box_max = vec3( 0.5 );
                    vec3 inv_dir = 1.0 / dir;
                    vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
                    vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
                    vec3 tmin = min( tmin_tmp, tmax_tmp );
                    vec3 tmax = max( tmin_tmp, tmax_tmp );
                    float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
                    float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
                    return vec2( t0, t1 );
                }
        
                float sample1( vec3 p ) {
                    return texture( map, p ).r;
                }
        
                #define epsilon .0001
        
                vec3 normal( vec3 coord ) {
                    if ( coord.x < epsilon ) return vec3( 1.0, 0.0, 0.0 );
                    if ( coord.y < epsilon ) return vec3( 0.0, 1.0, 0.0 );
                    if ( coord.z < epsilon ) return vec3( 0.0, 0.0, 1.0 );
                    if ( coord.x > 1.0 - epsilon ) return vec3( - 1.0, 0.0, 0.0 );
                    if ( coord.y > 1.0 - epsilon ) return vec3( 0.0, - 1.0, 0.0 );
                    if ( coord.z > 1.0 - epsilon ) return vec3( 0.0, 0.0, - 1.0 );
        
                    float step = 0.01;
                    float x = sample1( coord + vec3( - step, 0.0, 0.0 ) ) - sample1( coord + vec3( step, 0.0, 0.0 ) );
                    float y = sample1( coord + vec3( 0.0, - step, 0.0 ) ) - sample1( coord + vec3( 0.0, step, 0.0 ) );
                    float z = sample1( coord + vec3( 0.0, 0.0, - step ) ) - sample1( coord + vec3( 0.0, 0.0, step ) );
        
                    return normalize( vec3( x, y, z ) );
                }
        
                void main(){
        
                    vec3 rayDir = normalize( vDirection );
                    vec2 bounds = hitBox( vOrigin, rayDir );
        
                    if ( bounds.x > bounds.y ) discard;
        
                    bounds.x = max( bounds.x, 0.0 );
        
                    vec3 p = vOrigin + bounds.x * rayDir;
                    vec3 inc = 1.0 / abs( rayDir );
                    float delta = min( inc.x, min( inc.y, inc.z ) );
                    delta /= steps;
        
                    for ( float t = bounds.x; t < bounds.y; t += delta ) {
        
                        float d = sample1( p + 0.5 );
        
                        if ( d > threshold ) {
        
                            color.rgb = normal( p + 0.5 ) * 0.5 + ( p * 1.5 + 0.25 );
                            color.a = 1.;
                            break;
        
                        }
        
                        p += rayDir * delta;
        
                    }
        
                    if ( color.a == 0.0 ) discard;
        
                }
            `;
        
            const geometry = new THREE.BoxGeometry( 1, 1, 1 );
            const material = new THREE.RawShaderMaterial( {
                glslVersion: THREE.GLSL3,
                uniforms: {
                    map: { value: texture },
                    cameraPos: { value: new THREE.Vector3() },
                    threshold: { value: 0.6 },
                    steps: { value: 200 }
                },
                vertexShader,
                fragmentShader,
                side: THREE.BackSide,
            } );
        
            mesh = new THREE.Mesh( geometry, material );
            scene.add( mesh );
        
            //
        
            const parameters = { threshold: 0.6, steps: 200 };
        
            function update() {
        
                material.uniforms.threshold.value = parameters.threshold;
                material.uniforms.steps.value = parameters.steps;
        
            }
        
            const gui = new GUI();
            gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
            gui.add( parameters, 'steps', 0, 300, 1 ).onChange( update );
        
           
        
            app.signal.onAppUpdate.add(() => {
                mesh.material.uniforms.cameraPos.value.copy( camera.position );
            })
        }
        
    }
    catch (e) {
        console.error(e);
    }
};